New Spells:
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Familiar's Sense
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Share Life
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Divination
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Necromancy
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Level: Sor/Wiz 2
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Level: Sor/Wiz 2
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Range: See text
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Range: Touch
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Components: V,S
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Components: V,S
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Duration: 1 minute / level
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Duration: Instantaneous
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Casting Time: 1 action
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Casting Time: 1 full round
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Target: Caster's Familiar
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Target: Caster's Familiar
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Saving Throw : None
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Saving Throw : None
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Spell Resistance: Yes (harmless)
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Spell Resistance: No
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Familiar's sense allows you to perceive some of what your familiar does,
regardless of the distance between you. As a partial action each round for
the duration of the spell you can replace one of your senses with one of
your familiar's senses. For example, the round the spell is cast, you can
choose sight and see only through your familiar's eyes. The following
round, you can choose hearing and hear only what your familiar hears, but
regain your own sight. The familiar doesn't lose any of its senses while
you borrow them.
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Share life allows you to transfer some of your life-force to your
familiar. you can transfer a number of hit points equal to your level to
your familiar by touch, healing any damage it has suffered by taking the
damage onto yourself. You cannot increase your familiar's hit points
beyond its normal level; you can only heal damage it has suffered.
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The spell does not grant you the ability to communicate with your
familiar if it is outside the range of the empathic link. You use your
normal Listen and Spot skills to notice things, modified by the familiar's
Alertness feat. Lead or magical protections block the spell.
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Familiar's Form
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Call Familiar
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Level: Sor/Wiz 3
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Level: Sor/Wiz 3
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Range: Medium (100' + 10'/level)
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Range: 1 mile
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Components: V,S
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Components: V,S
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Duration: Until caster returns to his body
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Duration: Instantaneous
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Casting Time: 1 full round
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Casting Time: 1 action
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Area of Effect: Caster's familiar
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Target: Caster's familiar
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Saving Throw: None
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Saving Throw: None
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Spell Resistance: No
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Spell Resistance: Yes (harmless)
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With a round of concentration, you can transfer your mind and spirit into
your familiar's body as if you were using a magic jar spell (see PHB).
Your familiar's spirit is harmlessly suppressed while you inhabit its
body, while your body falls into a deathlike trance. You can use your
familiar's body as if it were your own. if your familiar is normally
capable of speech, you can cast spells with verbal components. If your
body is killed while you are in your familiar's form, you become trapped
there. if your familiar dies while you are possessing it, you are
automatically returned to your own body and suffer the normal effects of
your familiar's demise.
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This spell summons your familiar into your presence from up to 1 mile
away (within the empathic link). The familiar appears immediately,
anywhere within arm's reach of you.
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You cannot return to your own body unless your familiar is within the
range of the spell.
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New Feats |
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Extra Familiar
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General: | You have an additional familiar.
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Benefit:
| By taking this feat you get an additional animal
familiar of a type described in the PHB (or here). The familiar can be the
same type of animal as your first, or a different type. Existing familiar
feats apply to the new familiar. So if you have the Construct Familiar
feat, for example, the new familiar you call can be a construct. The
sorcerer or wizard gaims all the benefits of both familiars, but identical
bonuses from multiple familiars don't stack. For example, a wizard with
both an owl and a cat familiar receives only a +2 bonus to Move Silent
checks, not a +4 bonus.
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| Special
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A character can gain this feat multiple times. Each time you take the
feat, you can call another familiar.
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Construct Familiar
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| General: | Your familiar is a construct rather
than a living being. |
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Benefit:
| Rather than a living creature, your familiar is a magical
construct, a mechanical creature animated by magic. The arcane spellcaster
must still specify a specific animal to call as a familiar; the familiar
that appears however, is a construct version of that creature. See page 5
in the Monster Manual for construct special qualities. Note that you
cannot convert an existing non-construct familiar to a construct familiar
by taking this feat.
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Undead Familiar
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General
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Your familiar is an undead creature.
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Benefit: |
Rather than a living creature, your familiar is an undead version of a
normal animal. See page 6 in the MM for undead special qualities. Note
that you cannot convert an existing non-undead familiar to an undead
familiar by taking this feat, although if your familiar is slain and you
have this feat, you can reanimate your dead familiar with a raise dead
spell. Undead familiars tend to be associated with characters of evil
alignment, especially necromancers.
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Undead familiars can be turned or rebuked. Use the familiar's effective
Hit Dice (see phb 51) for the purposes of turning or rebuking. A familiar
fleeing or cowering as the result of a successufl turn can't obey commands
from the master (any more than it could while fearstruck or paralyzed).
Raising a destroyed undead familiar brings it back as a living creature.
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